🤑 Indie game store🙌 Free games😂 Fun games😨 Horror games
👷 Game development🎨 Assets📚 Comics
🎉 Sales🎁 Bundles


A member registered 2 years ago

Recent community posts

Here's a screenshot of the endings I have so far, since you said you're interested in seeing what people got (spoilers?): http://imgur.com/3Y78Tnr

I'm still a bit lost at the moment, I'm getting the impression I've only stumbled on endings that don't really give me the "proper" conclusion, unless I'm misunderstanding what you're going for here! I do have a vague idea of who's behind everything (though I still don't understand whether they're well intentioned or not) but I'm not clear yet on whether I can reach the end with everyone in one piece or if I should even aim for that. There are a couple of characters I'm still in the dark about, too and I wonder whether this story is preparing for more in subsequent chapters.

Thanks for sharing!

Here you go: https://app.box.com/s/bfssb1otpge0uboevfp4hxk1buvu...

For the record, 7Zip is a good, free tool to open .rar files, in case you ever find yourself in this situation again. I just used it to unpack the original archive and re-compress it in Zip format.

Generally speaking, visual novels are told through what looks like a puppet show, with sprites facing the reader or each other and a text box with their dialogue.

Particularly important scenes/events get a special illustration that's drawn specifically for that scene. I seem to remember that the demo here should have a scene with Marco and Ayumu on stage: that's the event scene in this particular demo. There are a few more in the complete game which were drawn already.

I'ts short for "Computer Generated", but in VNs it's always used as a shorthand for those event scene illustrations you see every now and then. The demo should have had only one, but there are more in the completed story.

Thanks so much for the kind comments on the art! I was really happy to see that you liked the sprites that much, hopefully once the full VN is out you'll also enjoy the other CGs!

(Edited 1 time)

Small bit of usability feedback: in the options, Auto Forward Speed and Text Speed aren't consistent in direction - to make the text speed instant I have to fill the gauge (pull right) but to make the AFS faster, I have to pull it left, making it empty. It took me a while to figure out, I kept tweaking by small increments and didn't seem to get any improvement.

Ideally, you'd change the AFS to be like the text speed, so it's much more intuitive to know what to do. Some games actually provide a text preview in the settings, but I guess that would be a bit overkill at this stage in development.

(Another solution would be to call it Auto Forward Delay, as making the delay higher makes you wait more, while making it lower makes you wait less.)

Oh, I'll pick it up again, I just have to play in small sections, because my wrist bothers me way too much if I use the mouse too often.

I shall clarify about the show stopper: it wasn't a crash, the game just got completely unresponsive - I got to the town with the other girl, but I couldn't do anything either with the controller or the mouse.

Thanks for sharing!

As for feedback; I realise this is a Jam game, so there are some limitations to keep in mind, but I figured I could point some things out in case they weren't intentional and for the benefit of future games:

- The normal attack animation is really way too long. I found that if I didn't aim perfectly at the enemies I was at risk of being severely beaten while I was finishing my almost-dance-routine. The jumping attack became my staple attack, but it seems to glitch if you spam it, without actually damaging anyone. It's amusing to travel throughout the map like that, but it looks weird not to get any hit. Absolutely, if you make a basic attack, make it snappier and shorter.

- I'd work on feedback in general: having the same sound for damage to the player and damage to the enemies is a bit confusing. There is some sort of smoke animation when people are hit, but it would be nice if there was something clearer to differentiate better who's being hit.

- It would have been better to not let the dialogue work with the blue haired girl while in the tutorial battle: I started by talking to her and found myself trapped as I couldn't disengage her and enemies were beating me up without mercy. You could have her first interaction, THEN make the enemies appear and disable dialogue with her, to avoid that situation.

- Most of the time blue-haired-girl's healing spell didn't seem to have an effect, I could be wrong, though. I was, after all, jumping around like a lunatic. :P

- I had the game get stuck (showstopper) after I got to the square town the first time I played. I had lost the battle, maybe that's a factor? The second time around I won and it didn't happen.

- The 2D portraits don't gel all that well with the 3D characters. I'd have been tempted to just render the 3D character's face and put that in the box instead.

- I hope you work out something different for dialogues if you plan on keeping this engine: other than causing problems when a dialogue is possible during a battle, it's rather jarring in general to have to go from a pad to the mouse (not to mention bad for those of us with RSI).

I had to stop after a while as the game seemed to get laggier and laggier for me. I guess this is due to what you mentioned about longer play times. It's an impressive effort for something that came out of a relatively short jam.

I really hope I wasn't too nit-picky, years as a game tester have made me much more prone to pointing stuff out. I did miss your games, so I hope I get to finish this one and see more! Congrats on the release and thanks for sharing it with everyone!